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June 26th, 2007, 03:17 AM
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BANNED USER
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Join Date: May 2004
Posts: 4,075
Thanks: 203
Thanked 121 Times in 91 Posts
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Re: Tools and Tutorials
Once upon a time, there was a file?? with all the graphics, weapons, armors, #s and all for the modding community for Dom2.
Is that still around?
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June 26th, 2007, 08:06 AM
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Corporal
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Join Date: May 2007
Location: Sydney, NSW
Posts: 173
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Re: Tools and Tutorials
Edi's DB. Just look for one of his posts and there'll be a link in it. But I dont think it has the graphics.
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July 12th, 2007, 01:31 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
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Re: Tools and Tutorials
Terrain Math Tools thread Link updated
Contains a lot of discussion on map file terrain analysis and suitable scripts
Kaljamaha's Map Check script Link updated
This particular utility will output analysis into a tab-separated text file that can be pasted into a spreadsheet program like Excel or Open Office Calc and then easily inspected using filters. Great for analyzing a map file and checking nostarts. Requires Perl to be installed on the computer.
Last edited by Edi; September 1st, 2008 at 10:34 AM..
Reason: Links updated
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August 2nd, 2007, 12:50 PM
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Major
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Join Date: Aug 2004
Location: Salt Lake City
Posts: 1,032
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Re: Tools and Tutorials
Is there an up-to-date version of the mod manual that contains all the new commands and the ones that do and don't work up to the current patch? I know the current mod masters could probably update the original in a heartbeat, but I wouldn't even know where to start.
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August 3rd, 2007, 11:01 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
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Thanked 695 Times in 267 Posts
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Re: Tools and Tutorials
No, I don't think there is. The modding aspect of the game is currently a bit of a mess with some commands not working, new commands having been added but things not necessarily updated and other such.
Getting a concentrated burst on getting that right might be a good thing. I've got the typo fixes to do, but after my trip to Italy, I may tackle that. It comes with the bug list territory and you might as well pay attention to documentation at the same time.
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August 4th, 2007, 07:30 PM
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General
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Join Date: Feb 2007
Location: R'lyeh
Posts: 3,861
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Generate a list of used ID numbers in a mod file
I have written a small awk script that Sombre requested which lists all the ID numbers which are used in a mod file. ID numbers which are being used more than once will be listed as often as they appear, too. Makes it easy to find overlaps...
Example usage: Code:
$ awk -f dmlist.awk CBcomplete_1.00.dm
Monster IDs: 2851,2877,2888,2890-2892
Weapon IDs: 659,708-710,751-755,768-769
Armor IDs: 252-264
Site IDs: 890
For Windows users, download the GNU awk binary here: http://gnuwin32.sourceforge.net/packages/gawk.htm
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The Following 3 Users Say Thank You to lch For This Useful Post:
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August 16th, 2007, 04:52 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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All Units map
Hmmm I thought this was already done and available but since I dont find one (and it would be out of date anyway) I will whip this one off.
http://www.dom3minions.com/docs/AllUnits.zip
Since its small I will also attach it for the people coming from countries like China who seem to have problems reaching my site. But the next patch will make that one bad. The one on my site I might get around to updating.
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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August 18th, 2007, 12:50 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
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Re: All Units map
Gandalf - have I told you how to make a self-updating AllUnits map yet? You can have as many units as you want, you just have to have a mod enabled that adds a new monster with an ID number higher than the highest unit in there.
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August 18th, 2007, 02:08 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
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Re: All Units map
Actually that seems hit-or-miss for me. I achieved it partially gaining a province with thousands of what seemed like filler units. But the previous province still caused a crash. So apparently, If i ensure that the last province extends from legal units up to the filler units then it wont crash. I just havent fiddled with it enough to do that.
Feel free to fix the AllUnits and we will make yours the official maintained one (I didnt want that anyway)
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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August 18th, 2007, 02:52 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
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Re: All Units map
I have free time until 2400 on Tuesday, so I might do just that.
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